Battle Talent  V11
Classes | Public Types | Public Member Functions | Public Attributes | Static Public Attributes | Events | List of all members
CrossLink.MotionDetector Class Reference

Inherits MonoBehaviour.

Classes

class  KnockoutData
 

Public Types

enum class  StandState { Stand , Getup , Knockout }
 

Public Member Functions

void SetBalanceMlp (float bm)
 
void UpdateMotion ()
 
void SetBalanceState (bool senstive)
 
void EnableMotionFunction (bool e)
 
void ProtectMotionFunctionForAWhile (float sec=1f)
 
bool PullMuscle ()
 
bool IsUnBalance (out Vector3 pushDir)
 
void DisableMotionForAWhile (float sec)
 
StandState GetStandState ()
 
void RawSetStandState (StandState ss)
 
void AddForceToKeyPart (Vector3 force, ForceMode fm=ForceMode.VelocityChange)
 
bool IsKnockoutDown ()
 
bool IsGettingUp ()
 
bool IsKnockout ()
 
bool Standing ()
 
void SetKnockMlp (float mlp)
 
void AtkToAir (Vector3 upVec)
 
bool CheckFloatingAgain ()
 
void Knockout (bool fromServer=false)
 
void KnockoutWithForce (RagdollMuscle mu, Vector3 forceDir)
 
void StandupImmediatly ()
 
void Standup (bool faceDown, bool fromServer=false)
 

Public Attributes

bool isServer = true
 
RagdollAnim ra
 
CharacterController controller
 
CharacterAnimation anim
 
bool canStandup = true
 
Transform headMuscle
 
Transform splineMuscle
 
Transform rightFootMuscle
 
Transform leftFootMuscle
 
float balanceVectorThreshold = 0.2f*0.2f
 
float balanceSenstiveVectorThreshold = 0.02f
 
bool enableMotionFunction = true
 
bool disableMotionFeature = false
 
bool disableBalanceFeature = false
 
RagdollMuscle headMu
 
RagdollMuscle spineMu
 
RagdollMuscle rightFootMu
 
RagdollMuscle leftFootMu
 
KnockoutData[] knockoutMuscles
 
float getupBlendTime = 3f
 
float getupGroundTimeRangeMin = 0.5f
 
float getupGroundTimeRangeMax = 2f
 
bool unknockoutable = false
 

Static Public Attributes

static Vector3 UpAirVec = new Vector3(0, 7, 0)
 

Events

System.Action serverKnockoutEvent
 
System.Action serverStandupEvent
 
System.Action< bool > StandChangedEvent
 
System.Action KnockoutForLongTimeEvent
 
System.Action< StandState > StandStateChangedEvent